Well, I'm trying to get a block of terrain to create a diamond shape. It works... But only if the x/y coordinants are multiples of 128, or near that. Otherwise, it comes out a jumbled mess. Probably because I add in factors of 128. Here's the code I'm using, it's pritty simple.
<If there are unused variables, they're used for other purposes>
My PolarX and PolarY are derivitives of PolarProjectionBJ I'm just using them so I dont leak a location.
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Is there any alternative to this method? I'd really like to be able to use this code in my map, but it's to screwey if placement is not exact.
Thank you.
JASS:
local gamecache g = LocalVars()
local group ga = CreateGroup()
local unit u
local real x = GetHandleReal(g, "SSSX") //Theyse are all passed from an ExecuteFunc call.
local real y = GetHandleReal(g, "SSSY")
local real x2
local real y2
local integer i = 0
local integer ot = GetHandleInt(g, "SSSO")
local real rt = 0.0
local real dist = GetHandleReal(g, "SSSD")
call BJDebugMsg(R2S(x))
call BJDebugMsg(R2S(y))
loop
set rt = rt + 45.00
loop
set x2 = PolarX(x, i * 128, rt)
set y2 = PolarY(y, i * 128, rt)
call SetTerrainType(x2, y2, 'Cpos', 1, 1, 1)
exitwhen(i*128 >= R2I(dist))
set i = i + 1
endloop
set i = 0
exitwhen(rt >= 360)
endloop
My PolarX and PolarY are derivitives of PolarProjectionBJ I'm just using them so I dont leak a location.
(
JASS:
function PolarX takes real x, real dist, real angle returns real
return x + dist * Cos(angle * bj_DEGTORAD)
endfunction
function PolarY takes real y, real dist, real angle returns real
return y + dist * Sin(angle * bj_DEGTORAD)
endfunction
Is there any alternative to this method? I'd really like to be able to use this code in my map, but it's to screwey if placement is not exact.
Thank you.